Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning
Three-agent fan-out — Opus pre-wrote Room class, World.rooms/room_at_tile/is_indoor, 4 EventBus signals before dispatch so the slices ran fully parallel. DECISION: Big-room UX = bump auto-roof cap to 16, banner above. Cabin (24 tiles) intentionally exceeds cap to exercise the warning path; a 5×5 test shed (9 interior tiles) was added to exercise the roof path. Room detection (Agent A): - scenes/world/room.gd — class_name Room, tiles/bounds/is_under_roof, contains_tile() bounds-then-list-checked, recompute_bounds() - scenes/world/room_detector.gd — class_name RoomDetector, BFS 4-dir from floor/door tiles, walls/terrain as boundary, doors counted as room interior. Detects up to 4× cap; auto-roofs only ≤16. - World.mark_wall_tile/mark_floor_tile/mark_door_tile hook BFS recompute - Door._complete() now erases wall-layer stamp + registers door tile - Designation.TOOL_NO_ROOF paint mode wired (UI button deferred Phase 17) - EventBus.room_changed / room_too_large signals Indoor/Shelter (Agent B): - Pawn._is_sheltered() rerouted: World.is_indoor() first, floor-proxy fallback - IndoorTintOverlay Node2D — _draw fills roofed-room tiles at α=0.10 warm - Crop._on_sim_tick skips stage advance when World.is_indoor(tile) Beauty + Dirtiness + Cleaning + Room thoughts (Agent C): - BeautySystem sparse map, linear falloff radius=3, Quality multiplier (SHODDY 0.5 → LEGENDARY 2.5). Base: Bed +2, Workbench +1, Torch +3, Hearth +4 - DirtinessSystem 0-100, tier crossings (clean<25/dirty<60/filthy≥60) emit tile_dirtiness_changed. bump/bump_clean/bump_pawn_traffic API - CleaningProvider priority=2, KIND_CLEAN toil, 2.5 dirt/tick for ~40 ticks - Bed/Torch/Workbench _complete() now register with BeautySystem - 7 room mood thoughts: clean_room (+2), dirty_room (-3), filthy_room (-6), beautiful_room (+4), ugly_room (-3), slept_in_room (+3 EVENT, wires Ph 17), ate_without_table (-3 EVENT, wires Ph 17) - Pawn._sync_room_thoughts called from _process_thoughts after cold block, defensive against null rooms/systems Integration recovery (Opus): - Agent C's BeautySystem/DirtinessSystem/CleaningProvider/IndoorTintOverlay instantiation in world.gd never landed (only field declarations + entity hooks survived). Added preloads + runtime add_child + autoload bindings + CleaningProvider registration + furniture pre-seed in _ready - Added _prestamp_test_shed_for_room_detector with _spawn_complete_wall/floor helpers so a 5×5 visible shed exercises the auto-roof path at boot MCP runtime verified: - Rooms: cabin Room#2 size=24 roofed=false (room_too_large fires), shed Room#3 size=9 roofed=true (auto-roof active) - beauty_map size=50 around prebuilt furniture; bed at (47,24) beauty=4.0 - Bram teleported to (36, 25) in shed → indoor=true, sheltered=true, thoughts=[clean_room +2], mood=52.0 - Screenshot: shed walls + brown floor visible; cabin warmly torch-lit; Spring 1/12 indicator; Day 1 07:52 Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration recovery + MCP verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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28 changed files with 1286 additions and 28 deletions
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@ -109,6 +109,8 @@ func tick() -> void:
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_tick_rescue(t)
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Toil.KIND_TREAT:
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_tick_treat(t)
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Toil.KIND_CLEAN:
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_tick_clean(t)
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if t.done:
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job.advance()
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@ -746,6 +748,58 @@ func _tick_treat(t) -> void:
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t.done = true
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## Execute one tick of a CLEAN toil.
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##
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## First tick (started=false):
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## - Validate the dirtiness system is available. If not, skip immediately.
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## - Validate the target tile still has dirt >= DIRTY_THRESHOLD. If not, skip.
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## - Mark started=true and log the clean start.
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##
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## Every tick:
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## - Reduce dirt at the tile by DIRT_REDUCTION_PER_TICK via DirtinessSystem.bump_clean().
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## - Done when dirt <= 0.
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##
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## DIRTY_THRESHOLD and DIRT_REDUCTION_PER_TICK mirror CleaningProvider constants.
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## 100.0 / 40 ticks = 2.5/tick ensures any tile (max 100 dirt) is clean in 40 ticks.
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const _CLEAN_DIRTY_THRESHOLD: float = 25.0
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const _DIRT_REDUCTION_PER_TICK: float = 2.5 # 100 / 40 ticks
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func _tick_clean(t) -> void:
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var tile := Vector2i(int(t.data.get("clean_x", 0)), int(t.data.get("clean_y", 0)))
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# Safety — dirtiness system may not be wired yet during early boot.
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var ds = World.get("dirtiness_system")
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if ds == null:
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t.done = true
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return
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if not t.data.get("started", false):
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# ── first-tick: validate tile is still worth cleaning ─────────────────
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var current_dirt: float = ds.dirt_at(tile)
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if current_dirt < _CLEAN_DIRTY_THRESHOLD:
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Audit.log(
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"job_runner",
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"%s clean: tile %s already clean (dirt=%.1f) — skipping" % [pawn.pawn_name, tile, current_dirt]
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)
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t.done = true
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return
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t.data["started"] = true
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Audit.log(
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"job_runner",
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"%s clean start at %s (dirt=%.1f)" % [pawn.pawn_name, tile, current_dirt]
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)
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# ── per-tick cleaning ──────────────────────────────────────────────────────
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ds.bump_clean(tile, _DIRT_REDUCTION_PER_TICK)
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var remaining: float = ds.dirt_at(tile)
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if remaining <= 0.0:
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Audit.log(
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"job_runner",
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"%s clean done at %s" % [pawn.pawn_name, tile]
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)
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t.done = true
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## Resolve the patient Pawn node from the NodePath stored in `t.data["patient"]`.
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## Returns null and logs if the node is absent or no longer valid.
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## Shared by _tick_rescue and _tick_treat.
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